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ANOTHER OF NICKS WARPATH REVISIONS

THE RULES
MEASURING DISTANCES
Players can measure any distance at any time. The distance
between two models is the distance between the two
closest points of the base, and the distance between two
units is the distance between the two closest models.
DICE ROLLS
Dice rolls are made using D12s.
If you are asked to roll a Weighted Dice, use 2D6 instead of
a D12.
Occasionally you may be allowed to re-roll a number of
dice. To do this, simply pick up the number of dice that you
are allowed to re-roll and roll them again. The second
result stands, even if it is worse than the first.
UNITS
All units have a single Unit Leader which is always the last
model to be killed.
All units are either Infantry or Vehicles.
To be in formation, all models in a unit must be within 5 of
the unit leader. If any models are outside this range then
the unit formation is broken.
UNIT STATLINE
Each unit has the following Statline:
SP ME AC DE HP NV
Sp Speed How fast the unit moves
Me Melee Score needed to hit in Melee
Ac Accuracy Score needed in with ranged
weapons
De Defence Score needed to wound this unit
HP Hit Points Wounds needed to kill a model
Nv - Nerve Unit morale
WEAPON STATLINE
Each weapon has the following Statline:
RA PI ROF SPECIAL
Ra Range How far the weapon can shoot
Pi Piercing A bonus when rolling to wound
ROF Rate of Fire How many shots
Special Any special rules which apply to this
weapon.
Note: A Range of M means the weapon is melee only,
otherwise it is a ranged weapon.


TERRAIN
Each piece of terrain is classed as one of three types:
Obstacles including walls, buildings etc.
Short area terrain including craters, water
features, rough ground etc.
Tall area terrain including ruins, forests etc.
Sometimes terrain will also be classed as impassable,
meaning that models cannot move onto them. Tall area
terrain is always classed as Impassable to Vehicle models.
Discuss all terrain with your opponent before setting up
any models to classify it appropriately.
LINE OF FIRE (LOF)
To check Line of Fire, trace a straight imaginary line from
any part of the models base to any part of the target models
base. If the line passes over anything which blocks LOF
then LOF is blocked. Note that this doesnt have to be the
shortest line between the two models, any line which is not
blocked means that LOF is not blocked.
For vehicles, measure the line from the weapon itself.
If there are no vehicles or terrain between the two models
at all then the target is Clearly Visible. Models which are
completely within area terrain are never Clearly Visible.
WHAT BLOCKS LINE OF FIRE?
Any obstacle or short area terrain which is taller
than either model and cannot be seen through.
Check from behind the models head or measure
heights if youre not sure.
Tall area terrain will always block LOF to models
behind it.
Vehicles will always block LOF unless either model
is tall enough to see or be seen over the top.
Essentially, vehicles occupy a solid cuboid volume
which cannot be seen through.
Note that Infantry models will never block Line of Fire.
TURN SEQUENCE
At the start of each turn, the players roll a dice each to
determine who gets the Initiative. The winner decides
whether to start with the initiative or give it to their
opponent.
In the event of a tie, re-roll both dice.
The player with the Initiative then chooses a single unit in
their force to Activate. If the Unit has a Nerve marker then
it must take a Nerve Test straight away. If the test is passed
then the unit is active and may carry out two short orders
or one long order. If the test is failed then the unit is
Suppressed and may only be given one short order.
A unit without any nerve markers will automatically pass
the nerve test and may carry out two short orders or one
long order.
If the units formation is broken when it is activated, then
the unit is automatically Suppressed.
NERVE TEST
To make a Nerve Test, roll a Weighted Dice and add the
number of Nerve markers on the unit. If the total is equal or
less than the units Nerve, then the test is passed. If the total
is greater than the units Nerve then the test is failed.
Remove the Nerve marker(s) after the test has been
resolved.
PASSING THE INITIATIVE
Once the unit has been activated, given and carried out its
orders then it receives a Done marker and the Initiative is
passed to the opposing player. That player then chooses a
unit to activate in the same manner.
The Initiative continues to pass back and forth in this
manner until all units has been activated. The turn is then
over.
If a player has fewer units left to activate that turn that their
opponent then they may choose to pass the Initiative
straight back without activating a unit. If a player has run
out of units to active then the Initiative remains with their
opponent to keep activating units.
RETAINING THE INITIATIVE
Under certain circumstances, players will be allowed to
retain the initiative. When this happens, a player keeps the
Initiative after activating a unit and can activate another
without their opponent activating one first.
END OF TURN
Once both players have activated all their units then the
turn is concluded. Remove all Done markers and then
start a new turn.
ORDERS
The basic orders available are:
Move!
Retreat! (Suppressed Units only)
Shoot!
Suppressing Fire!
Fight!
Each of these orders are normally short orders but have the
option to be long orders. A unit may not carry out the same
order twice, unless it is a free order.
If the units formation is broken then it may only carry out
Move and Retreat orders, and must move as close to
Formation as it can.
Additional types of orders may be available to a unit from
its Special Rules.
FREE ORDERS
Occasionally a unit will be given a Free Order. This is an
additional order that they may carry out and does not
count towards their two short/one long order limit. Unless
otherwise specified, a Free Order is always a short order.
MOVE!
Each model in the unit advances directly forwards up to its
speed in inches. Infantry models may pivot freely as they
move, but vehicles may only pivot once around their centre
point to face any direction.
Infantry models may move freely through friendly Infantry
models, but not through vehicles or enemy models.
Vehicles may not move through any other model at all.
Every 1 of movement through area terrain costs 2.
Models may not move over obstacles more than 2 high.
Infantry may move up/down floors once. It is assumed that
there is a ladder or something to climb up.
Vehicles may move backwards at speed.
If an infantry unit ends its move within 2 of an enemy unit
then it may carry out a free Fight order.
LONG ORDER
If given as a long order, the units Speed is doubled for the
duration of the order.
RETREAT!
This order may only be carried out by a Suppressed unit.
The unit may carry out a Long Move order, but must end it
further away from all enemy units than where it started.

SHOOT!
This order cannot be issued to a unit within 2 of an enemy
unit or a unit without any ranged weapons.
These are the steps for a shoot order:
1. Pick a target unit
2. Determine firing models
3. Roll to hit
4. Roll to wound
5. Remove casualties
PICK A TARGET UNIT
The controlling player picks an enemy unit that they wish
to shoot. This unit must be in LOF to the Unit Leader and at
least one model must be able to wound the target unit.
DETERMINE FIRING MODELS
Each infantry model chooses a single ranged weapon to
shoot with. Measure the distance between each model in
the unit and the nearest model in the target unit that is
within LOF. If the model is within the firing weapons range
in inches then the target unit is in range.
Vehicles may shoot all of their weapons but check the
range and LOF for each one individually.
ROLL TO HIT
For each model firing at the target unit, roll dice equal to
the weapons Rate of Fire. Every dice which scores equal or
greater than the units Accuracy stat has hit the target.
The following modifiers apply when rolling to hit:
+2 at least 50% of the target unit is Clearly Visible
to the firing units Leader.
+2 at least 50% of the target unit is within 12 of
the firing units Leader.
+1 the firing unit is carrying out a Long shoot order.
+1 at least 50% of the active unit is on higher
ground than the target unit.
A roll of 1 will always fail to hit, regardless of modifiers.
ROLL TO WOUND
Pick up any dice which hit and roll them again. Any dice
which roll equal or higher than the targets Defence stat
have wounded.
The following modifiers apply when rolling to hit:
+n where n is the firing weapons Piercing stat.
+2 if the firing model is in the nearest target
vehicles flank arc.
+4 if the firing model is in the nearest target
vehicles rear arc.
If there are firing models with different modifiers (either
due to their weapons or position of the model) then it is
recommended they are rolled separately in the shoot
order, or with different coloured dice.
A roll of 1 will always fail to wound, regardless of modifiers.
When rolling to wound versus vehicles, if you roll a natural
11 or 12 (i.e. without modifiers) and it is enough to wound
the vehicle then roll another dice to wound.
REMOVE CASUALTIES
Against infantry units with a HP of 1, the controlling player
removes one model for every wound received. Models that
are in LOF and not the unit leader must be removed first,
followed by models outside it, followed by the unit leader.
Where possible, the controlling player should avoid
removing models that would break the unit formation. To
do this they may remove models that are not in LOF before
removing all of the models that are in LOF.
If the unit has a HP of 2 or more, then divide the number of
wounds by the HP and round down. This is the number of
models to be removed.
For example, if 7 wounds are scored against a unit with an
HP of 2 then 3 models would be removed.
Against vehicles, record the number of wounds taken
against the vehicle. These must first be allocated by the
controlling player to vehicles that have already taken
damage and are in LOF. If the number of wounds on a
vehicle equals their HP, then the vehicle is destroyed.
Leave the model in place as obstacle terrain.
NERVE TESTS
If the target unit receives 20% or more casualties from this
order then it receives a Nerve marker.
LONG ORDER
A unit carrying out a Long Shoot Order gets +1 to hit as
described in the Roll to hit section.
In addition, the controlling player may choose a secondary
target. Any models in the firing unit that have LOF and are
in range of the secondary unit may choose to shoot at it
instead.

SUPPRESSING FIRE!
These are the steps for a Suppressing Fire order:
1. Pick a target unit
2. Determine firing models
3. Roll to hit
4. Add Nerve markers
PICK A TARGET UNIT
The controlling player picks an enemy unit that they wish
to target. This unit must be in LOF to the Unit Leader and at
least one model must be able to hit the target unit.
DETERMINE FIRING MODELS
Each infantry model chooses a single ranged weapon to
shoot with. Measure the distance between each model in
the unit and the nearest model in the target unit (does not
have to be within LOF). If the model is within twice the
firing weapons range in inches then the target unit is in
range.
Vehicles may shoot all of their weapons but check the
range and LOF for each one individually.
ROLL TO HIT
For each model firing at the target unit, roll dice equal to
the weapons Rate of Fire. Every dice which scores equal or
greater than the units Accuracy stat has hit the target.
The following modifiers apply when rolling to hit:
+2 if the model has LOF to the target unit
ADD NERVE MARKERS
If there are more hits than models in the target unit then
the target unit takes a nerve marker. If there are twice as
many hits as models in the target unit then it takes two
nerve markers, three times as many hits then three markers
etc.
LONG ORDER
The target unit takes twice as many nerve markers.
FIGHT!
A fight order may only be issued to an infantry unit with 2
of an enemy unit.
These are the steps for a fight order:
1. Determine fighting models
2. Roll to hit
3. Roll to wound
4. Remove Casualties
5. Consolidate
DETERMINE FIGHTING MODELS
Any models that are within 2 of an enemy unit may make
melee attacks. If a model is within 2 of multiple enemy
units then they must decide which one they are going to
attack before any dice are rolled to hit.
If the model is equipped with one or more melee weapons
then they must decide which one they are going to attack
with.
ROLL TO HIT
Each model fighting rolls one dice to try and hit the enemy.
Any dice which rolls equal or higher than the attacking
units melee stat have hit the enemy unit.
ROLL TO WOUND
Pick up any dice which hit and roll them again. Any dice
which equal or beat the targets defence have wounded the
target.
The following modifiers apply when rolling to wound:
+n where n is the attacking melee weapons
Piercing stat.
+4 if attacking a vehicle (hitting weak points).
If there are attacking models with different modifiers then
it is recommended that they are rolled separately, or with
different coloured dice.
A roll of 1 will always fail to wound, regardless of modifiers.
When rolling to wound versus vehicles, if you roll a natural
11 or 12 (i.e. without modifiers) and it is enough to wound
the vehicle then roll another dice to wound.
REMOVE CASUALTIES
Against infantry units with a HP of 1, the controlling player
removes one model for every wound received. Models that
are in melee range and not the unit leader must be
removed first, followed by models outside it, followed by
the unit leader.
Where possible, the controlling player should avoid
removing models that would break the unit formation. To
do this they may remove models that are not in LOF before
removing all of the models that are in LOF.
If the unit has a HP of 2 or more, then divide the number of
wounds by the HP and round down. This is the number of
models to be removed.
For example, if 7 wounds are scored against a unit with an
HP of 2 then 3 models would be removed.
Against vehicles, record the number of wounds taken
against the vehicle. These are allocated by the controlling
player and must be allocated against vehicles in melee
range first, followed by models outside of melee range.
Wounds must be allocated to vehicles that have already
taken wounds if the wounded vehicles are otherwise
eligible. If the number of wounds on a vehicle equals their
HP, then the vehicle is destroyed. Leave the model in place
as obstacle terrain.
NERVE TESTS
If the target unit receives 20% or more casualties from this
order then it receives a Nerve marker.
CONSOLIDATE
After removing casualties, the active unit may make a free
Move order. The units Speed is halved during the free order
and it may not trigger a free Fight.
LONG ORDER
When performing Fight as a long order, each attacking
model rolls two dice to hit instead of one and the units
speed is not halved during consolidation.
UNIT/MODEL SPECIAL RULES
COMMAND POINTS (N)
At the start of each turn, players add up their total
command points from models that are still alive. This is
their command pool for the turn.
During the turn, the players can spend a command point
to:
Retain the initiative
Re-roll a single dice of their choice
Add a D6 to a Weighted Dice roll (can be stacked)
A player must declare that they are spending a Command
Point immediately after finishing a units activation or
before making any roll that they are modifying.
INSPIRING
Units within 6 of this model/unit may use this units nerve
instead of their own.
WEAPON SPECIAL RULES
BLAST (N)
When a shot from this weapon hits, it rolls n dice to wound
instead of 1.
LIMITED RANGE
This weapon does not double its range in a Blaze Away
order.
RELOAD!
This weapon can only be fired during a long shoot order.
SATURATION
This weapon always hits on a 7+, regardless of modifiers or
the users accuracy stat.
SNIPER
The attacking player may choose the casualties to be
removed for wounds inflicted by this weapon. These can be
any models in the target unit that are in LOF to the user of
the weapon but may not be the unit leader.
SUPPRESSING
This weapon doubles its ROF during a Blaze Away order.
MULTIPLAYER MEGA-BATTLES
When playing large multiplayer battles, use the following
modifications to the rules:
A player from each team rolls off to determine
which side goes first.
The winning side activates ALL of their units,
before passing the initiative to their opponent to
activate all of their units. This is treated as if
players keep retaining the initiative and activating
units.
When performing a move order with infantry
models, measure and move only the unit leader
and ignore any other models in the unit. Arrange
the rest of the unit in formation around the unit
leader.
When performing a shoot order, only check ranges
and LOF from the unit leader. All models in the
target unit are considered to be in LOF.
When performing a Fight order, all models in the
unit are considered to be in melee range. If the unit
is in melee range of two or more units then all
models must be allocated to a target unit before
rolling. All models in the target unit are considered
to be in melee range.

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